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Sadine
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Posted - 2006.08.11 19:28:00 -
[1]
Tracking Disruptor II Range modifier 0.54 Tracking modifier 0.54
Sounds whooping good to me. Doesn't this really screw up the other guys guns in PvP? Why is this not popular in the common ship setups?

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Har Ganeth
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Posted - 2006.08.11 19:34:00 -
[2]
Ineffective against missile ships. Remote sensor damps and multispecs tend to make a better combination due to the increase lock time if a jamming cycle works correctly.
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Rexthor Hammerfists
Black Nova Corp Band of Brothers
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Posted - 2006.08.11 19:42:00 -
[3]
its very aeffective, and once multijammers are fixed theyll b the preferred.
atm its jsut that ecm/jammers are more uber. - Purple Conquered The World, We the Universe.
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Maya Rkell
Sebiestor tribe
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Posted - 2006.08.11 19:55:00 -
[4]
The truth?
With effects off, you can't generally tell one's been used on you very easily. Tanking can explain low damage hits, and...
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Shadowsword
Gallente COLSUP Tau Ceti Federation
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Posted - 2006.08.11 20:30:00 -
[5]
It's an effective mod, but not against all ships. Missiles-ships and drone-boats will be unaffected, so you tend ot fit one only against gunships. But, as gunships tend to be used at long range, way outside effective disruption range, that mod tend ot become useless.
Too specialised to be widely used in solo pvp, too short ranged to be fitted on most battleships, only some frigs and cruisers that are used as fleet support can really find a use for them.
And then there the ECM problem, of course. More effective at shutting down an enemy, and that can be used successfully against anything.
------------------------------------------ Nuhwall: Why are some Amarr ships warping backward? Shadowsword: whatever happen, if they need to flee they can honestly say the faced the enemy. |

Stamm
Amarr GALAXIAN
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Posted - 2006.08.11 21:14:00 -
[6]
It also only affects optimal range, not falloff, so some ships aren't quite as hurt by it as you might think.
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Ashton Kucher
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Posted - 2006.08.11 21:16:00 -
[7]
Don't listen to these guys, tds are awesome. So are other EW.
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Linavin
Mercurialis Inc. Interstellar Alcohol Conglomerate
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Posted - 2006.08.11 23:56:00 -
[8]
While very effective at what it does, the TD is limited.
First, its uselsess against missile and drone ships. Second, while it is espesially effective aginst long range guns, the ships using those guns are usually sniping and thus put you out of TD range, negating long range BS and even some cruisers as targets. Third, while ile TDs do help against blasters/autocannons with regard to avoiding some damage, but since both weapons have high tracking to start with and rely more on falloff than their pitiful optimal ranges the effect can be at best overcome by a competant pilot and at worst negligable to the opponent's damage output. Fourth, yes TDs work against any turret ship, but they loose effectiveness against projectiles due to the large falloffs of projectiles in general compared to other weapons, and thus the effective range of projectiles isnt affected as much.
So in the end, the Traking disruptor completly cripples many amarr ships, but its limitedness to close/medium range fights, ineffectiveness against blasters and projectiles in general, and its lack of universal disruption makes other EW (like ECM) more desirable in most situations. ---
Originally by: Boris A I found the rock music button!
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Mr Peanut
The New Empire R i s e
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Posted - 2006.08.12 02:12:00 -
[9]
The ships that get sexy bonuses to them don't fit them because it is easier to fit ECM.
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.12 02:32:00 -
[10]
Actually because ECM helps against domis/ishtars/ravens when TD cant even hurt em. If CCP nerfs ECM i guess ill change to sensor damps on my curse - 30+ seconds of locking time is enough to suck every ship dry (and cripple tankability of battleships too).
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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2006.08.12 02:36:00 -
[11]
Originally by: Linavin While very effective at what it does, the TD is limited.
First, its uselsess against missile and drone ships. Second, while it is espesially effective aginst long range guns, the ships using those guns are usually sniping and thus put you out of TD range, negating long range BS and even some cruisers as targets. Third, while ile TDs do help against blasters/autocannons with regard to avoiding some damage, but since both weapons have high tracking to start with and rely more on falloff than their pitiful optimal ranges the effect can be at best overcome by a competant pilot and at worst negligable to the opponent's damage output. Fourth, yes TDs work against any turret ship, but they loose effectiveness against projectiles due to the large falloffs of projectiles in general compared to other weapons, and thus the effective range of projectiles isnt affected as much.
So in the end, the Traking disruptor completly cripples many amarr ships, but its limitedness to close/medium range fights, ineffectiveness against blasters and projectiles in general, and its lack of universal disruption makes other EW (like ECM) more desirable in most situations.
It halves tracking...that's several times more important than range.
Imagine a tarranis with .54 to tracking? Think it'll hit anything if it orbits at its standard 500-1000m? Doubt it.
In fact, any gun with .54 to tracking would be rendered near useless. In fact, I use it in place of a tank when solo'ing in AF's. All you have to do is avoid Crows and Hawk's and you're golden.
Coolest thing about TD's is the target rarely knows what's happening until its too late. With ECm or dampeners, its pretty obvious you have EW mods being used, with TD's its not...until teh target realizes nothings hitting. By then, its the point of no return. ---------------------------------------- Friends Forever
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Hex'Caliber
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Posted - 2006.08.12 03:31:00 -
[12]
With the already sub par tracking on blasters, stack a couple of tracking disruptors against a blaster boat and he has some serious problems. Granted this is something of a one trick pony compared to say ECM but it is effective none the less. Blasters already suffer far too many light hits and complete misses in an engagement, which was the reason for tracking bonuses being added to gallen ships, which still doesn't go far enough imho. On paper blasters may seem to output dangerous levels of dps (quick fit is guilty of drastically over rating blaster dps) but in reality, the number of poor hits and many misses is extremely frustrating to say the least. I am sure many will cry ôdamn straight they should missö but factor in we often have to tank a **** storm of dps to get into range before we fire a single shot and things look very different. Get hit with stacked td's and it is time to turn tail and go home, fortunately for blaster pilots few ppl use Td's as a counter.
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Kanx Alanks
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Posted - 2006.08.12 05:34:00 -
[13]
they work very well
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Tyler Lowe
Minmatar DROW Org Sylph Alliance
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Posted - 2006.08.12 05:54:00 -
[14]
It's a narrow mod, but it can be used effectively, particularly if you can also maximize transversal in a ship that isn't bothered by that. When I see this mod, I think of the havoc it can create for an opponent inside scramble range(20 km) But again, the application is narrow. I see this as a potential replacement for a multispec on some gunship fittings after Kali (I'd look for it on Tempest AC setups trying to deal with Gallante blaster boats for example). J.A.F.O.
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booh
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Posted - 2006.08.12 07:24:00 -
[15]
Well they should add a chaff/flare effect to it, to disrupt missiles also, then i'll use it.
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ELECTR0FREAK
Eye of God
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Posted - 2006.08.12 09:23:00 -
[16]
I've seen an Arbitrator (T1 Amarr EW/drone cruiser) kill a Deimos (T2 Gallente HAC) with the use of a few Tracking Disruptor IIs.
-Electrofreak Discoverer of the Missile Damage Formula |
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